Staredit Network

Staredit Network -> Modding Assistance -> Build anywhere
Report, edit, etc...Posted by Pyro-Fire on 2006-07-23 at 05:58:22
does anyone know how to do it?
like make a building without a builder next to it.
Report, edit, etc...Posted by Rantent on 2006-07-23 at 06:55:07
Create unit? I don't get without a builder next to it..
Report, edit, etc...Posted by Sephiroth-Cetra on 2006-07-23 at 06:56:45
Please, add some more detail to your question. Do you mean using the "Create unit" trigger, or something more complex? Also, shouldn't this be in map making assistance, rather than Modding assistance?

If you mean via triggers, first put a location where you wish to make the building, then make a trigger, do whatever conditions you wish, and put a "Create Unit" action, with the building you want to create at the location you made.

If you mean make a mod that allows you to spontaneously build buildings somewhere... then I have no clue, personally.

Hope that helps.
Report, edit, etc...Posted by Pyro-Fire on 2006-07-23 at 07:47:40
http://www.staredit.net/index.php?showtopic=32175&st=20



and no, i was posting in the correct forum. -.-;;
Report, edit, etc...Posted by nirvanajung on 2006-07-23 at 12:06:52
yo~! Pyro-Fire
that probably need to hex editing for like C&C builds behavior
Well, as far as i know about pplz in here
here are no pplz who know about that solution as much
which lift a blockade condition the build from a distance

Also,Currently,i think DoA hasn't ever been tried finding about that yet
So u would might ask him or practice hex editing for SC memory patch
but if u not good in programing or reverse enginerring,
second way is probably need a bunch of times, in my oppinion
Report, edit, etc...Posted by worlorde on 2006-07-23 at 20:32:15
Ok, here I go...

Use the grafts to edit the requirements and action types of the buildings to use the "place nydus canal exit" action (you will have to edit the AI\Orders too, the one you want is one of the "build"s) The variables that are "unknown type" for this requirement\action in stargraft are actually pointing to the unit list. 134 being nydus canal. Change this to whatever building you want. Changing all of the actions and requirements should allow it to work...in theory. You may have to mess with it a bit though.

Hope this helps.
Report, edit, etc...Posted by nirvanajung on 2006-07-23 at 20:43:45
but that's not quite fit as to his want
becuzz if that buildings which edited by as like ur saying,
when that building underattack and blewed up
that source buidling would be blewed up together right ?
i haven't been tried that before, but i guess that would be like that
if isn't like that, is it comes out to different which just keep if clone building are blewed up ?
Report, edit, etc...Posted by worlorde on 2006-07-23 at 21:59:16
Yea, it is not a perfect or easy answer, it is just the only starting point I know of. Other problems would be that you will have to alter the action to allow you to place any other building than a nydus, and you will have to get around the problem of the fact that this action only lets you place the "exit" on creep, no matter what the building is, or if its dat setting specify creep or not. But I would think that all these problems are solvable. You will just have to mess with it alot.

Any body know of an easier way?

ADDITION:
I just did some testing...

The action veriable that I mentioned as being 134, Nydus Canal, specifies what the building\unit is that the button is on...for some strange reason, not what building will be created. Long story short, you would need to create your own custom Action Type to solve your problem. Sorry.

Side note...when I gave a hive the nydus canal exit command it worked to create the nydus canal exit, which was functional!! I could then move units into the exit and they appeared in front of the hive. The exit did not require creep to be build on if you took off the requirement in units.dat. So I am thinking my next mod will have a Zerg version of recall...
Report, edit, etc...Posted by nirvanajung on 2006-07-24 at 13:14:34
as for Nydus Canal, that is so many different from Pyro-Fire's System which C&C build behavior

Nydus Canal is like clone buildings and that is

btw, is this subject flowed away to ur mod for Zerg version ? interested.gif
nevermind, i had just interested
n e ways, GL for ur Zerg version of recall



Report, edit, etc...Posted by Pyro-Fire on 2006-07-24 at 15:14:36
Yeh i might help... make it build the addon yet without that "link" between them.
Report, edit, etc...Posted by nirvanajung on 2006-07-24 at 20:39:47
the kernel of a question is should "build from a distance" without any clone and copy propertice from Acts unit

as i said before, u might need to hex editing for build like C&C builds behavior
but that would be very tough if you hasn't experience of hex editing
Report, edit, etc...Posted by Pyro-Fire on 2006-07-26 at 02:10:42
hmm ill try to mod the nydus canal to create a pylon instead of its normal exit. if that works i might possibly be able to do this....

but how do i hex edit it? i mean.. how do i even find where to start it?


it also quite possibly has something to do with orders.dat (Unit Must be near target field to activate) aka. Unknown## lol
Report, edit, etc...Posted by TheNomad on 2006-07-28 at 14:38:35
The mining from distance thing is already built into starcraft.
But it only works for minerals from what I saw (maybe I missed something in the gas thing).

To hex it, you'll need to know asm, assemble it, convert it to hex and make it work via MemGraft (which means you'll need ONLY starcraft 1.11b, 1.12b or 1.13e and won't work in 1.13f).
Report, edit, etc...Posted by Pyro-Fire on 2006-07-29 at 03:27:09
why do you post things that you dont understand?
do you even know what "asm" is?

and "convert to hex" i dont think that is even a possible thing to do.


with that out of the way, i know how to find addresses, and i know how to hex-edit, but i dont know how to find these specific addresses.

hmm... i _might_ be able to change the "8 max" problem with mining.
Report, edit, etc...Posted by TheNomad on 2006-07-29 at 04:54:27
QUOTE(Pyro-Fire @ Jul 29 2006, 10:26 AM)
why do you post things that you dont understand?
do you even know what "asm" is?

and "convert to hex" i dont think that is even a possible thing to do.


... IF you would work with Reqs and Actions in MG you'd know what I meant.
And actually, I do understand since I tried it. And since I actually did it, it is quite possible.

Perhaps the terminology was bad, that is still due to the fact I am self-taught. Furthermore I was jsut trying to help, but if my help is not appreciated, it's ok.
Report, edit, etc...Posted by Pyro-Fire on 2006-07-29 at 10:43:25
QUOTE(TheNomad @ Jul 29 2006, 03:54 AM)
... IF you would work with Reqs and Actions in MG you'd know what I meant.
And actually, I do understand since I tried it. And since I actually did it, it is quite possible.

Perhaps the terminology was bad, that is still due to the fact I am self-taught. Furthermore I was jsut trying to help, but if my help is not appreciated, it's ok.
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i have worked with MG quite a lot, and i do know how to work with req's and actions.

and if you have achieved it, plz post your mod.
Report, edit, etc...Posted by TheNomad on 2006-07-29 at 10:59:03
Well it's quite simple... just tell me how you add new Reqs and Actions, and the answer will come automatically smile.gif

Now before you go on about battling who is the best MGer when it seems you don't understand a simple thing like how to convert asm instructions to hex, stay off topic smile.gif
I was just trying to let you know there might be a possibility if you're willing to go overboard and modify it (although it is a long shot).
Report, edit, etc...Posted by Pyro-Fire on 2006-07-29 at 13:20:46
QUOTE(TheNomad @ Jul 29 2006, 09:58 AM)
Well it's quite simple... just tell me how you add new Reqs and Actions, and the answer will come automatically smile.gif

Now before you go on about battling who is the best MGer when it seems you don't understand a simple thing like how to convert asm instructions to hex, stay off topic smile.gif
I was just trying to let you know there might be a possibility if you're willing to go overboard and modify it (although it is a long shot).
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you are a f**king moron. have a look for yourself before posting.

Also read the previous posts, you would understand that it is HARDCODED and cannot be changed by "simple MG editing" or so you put it.

and also, if its so simple, why dont you do it yourself then post it up. cant do it? well then dont post how to do it wrong.

mods: sorry for flaming im just a lil' pissed off that this guy doesnt get that MG wont do the job.
Report, edit, etc...Posted by TheNomad on 2006-07-29 at 18:30:33
Using MG was an example... *sigh*
Nevermind... it's pointless... this has gone off topic enough already. And I suggest you control yourself.

As for explaining how, it's simple. Assemble the asm code and open the compiled file in a hex editor - and what do you know ? ASM got converted to its HEX version. I must be a genius if I made it possible in 1 minute...
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-29 at 20:11:54
Wow. Let's clarify something:

Memgraft can basically do anything, if you hex edit 1 byte in the exe. If any of you have tried SCR, you'd know that I used Memgraft to include an entire function into the exe(energy decrease for the Avenger while using Afterburners.) If I wanted to, I could use Memgraft to make 50 broodlings instead of 2....you just have to know the technique(do not ask me how, I'm not explaining).

There are two aspects of working with reqs/acts in MG:

1. Using the existing ones. Easy. Most Memgraft editors know how to do this

2. Adding a new one(right click, add), and then putting comiled code into it. This requires you to know ASM. This is how you get around anything. The really good coder could even write in the code to not need to edit that one byte(of course, this would require some uber-hard work....and getting some functions from dll's...). You can do anything with these functions.

As for what is being suggested, it wouldn't work either way. The Build Action in Memgraft just calls the apropriate order. However, something needs to build the target unit. That's where the stuff gets too exe intwined to explain(because I don't understand it all without looking...)
Report, edit, etc...Posted by Pyro-Fire on 2006-07-30 at 02:22:51
QUOTE(TheNomad @ Jul 29 2006, 05:30 PM)
Using MG was an example... *sigh*
Nevermind... it's pointless... this has gone off topic enough already. And I suggest you control yourself.

As for explaining how, it's simple. Assemble the asm code and open the compiled file in a hex editor - and what do you know ? ASM got converted to its HEX version. I must be a genius if I made it possible in 1 minute...
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that isnt "hex version" thats just the hex dump from the file.... your not changing the file, your just reading it in another language.

oh and plz post this:

1) What is ASM
2) What "asm code"
3) if your a genius, post the mod that allows a probe to start construction of a building from a distance. cant do it? well then plz dont post any more crap that its "so easy to do"

oh and if u cant answer these 3 questions, plz stop posting in this thread.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-30 at 11:06:43
ASM, which stands for assembly, is the base level code that the computer reads. The only thing lower is the hex representation. An example of the code:

CODE

push ebx
push esi
mov esi, 0x6a48a8
mov ebx, dword ptr [esi]
mov byte prt [esi+64], cl
pop esi
pop ebx
retn


That's what it looks like.

Compiled code is turning that into the hex equivilant. I don't have a compiler with me, so I can't do that right now.

Making a mod with Memgraft to do what you want is more complicated than you think...don't expect someone to say just that they can make it that they have made it...
Report, edit, etc...Posted by nirvanajung on 2006-07-30 at 21:41:10
DoA said in a kind spirit, i know u r gracious
but i think Pyro-Fire would be better try get basic SC ASM from here at first
http://www.campaigncreations.org/asm/

and then try read Reverse Engineering tutorials a once-over
after then get down to disassembling and assembling

if he couldn't pass through some steps, DoA help for him

i think that way would be more effective

as far i heared about Reverse engineering from my e-buddy who has professional programer
i heared that basically need to know some Programing knowhow which how
programs builded

so i think if totally Programing outsider who has been never do for anything programing

he probably couldn't make any sense of that which is which

i tried like that for long times but i get it Reverse engineering totally not my field
Report, edit, etc...Posted by Kookster on 2006-07-31 at 01:44:40
I hear you nirvanajung, reverse engineering isnt my sector either, making them is one thing, figuring out how they work and did it, is a whole other thing!!
Report, edit, etc...Posted by Pyro-Fire on 2006-07-31 at 03:39:55
yeh when i compile it, it makes some sort of error =\

anyway, what i understand;

i have got to find the build offset first, so if anyone can help there plz do so its a big help.

then i just run the offset without running the checking script of it being close to the target site, therefore causing ranged building. rite?

questions:
1) what i do aftr i get the hex dump of the compiled ASM file
2) Where/how to find the offsets
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